Skip to content
Global Systems Center

Guitar Hero Celebrates 20 Years – The Plastic Guitar That United the Gap Among Rock Fans

It has been two decades since Guitar Hero debuted in North America, providing everyday gamers the opportunity to become a rock star. Not in reality, though you'd be hard-pressed convincing anyone who's nailed the epic four-minute instrumental break before a packed living-room audience.

Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the screen in time with a song. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.

Harmonix previously tried its hand in the music genre before partnering with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising billion-dollar series which made a remarkable influence on numerous musicians featured, showcasing classic bands to millions of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, recalls the initial budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.

“We reproduced every song since the dollar figure prohibitive,” he says. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game took off, and record sales and radio play were going up, everyone wanted to be in.”

He continues: “Among the amazing things was the number of parents reached out expressing gratitude for introducing their kids to the songs they adored. It became a multigenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series revived older hits to the forefront: “The game provided a bigger, new demographic. Typically such music was seen as outdated material, however once it got included in the game young people were finding it, suddenly it became trendy. This validated it, and got rid of the outdated label. It provided our catalog a new life.”

At that time, the band's debut album was still unreleased in the US, so the game was a key medium for exposure for the group as they went on a North American tour opening for AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles Enduring Influence

Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the group more money than any of their records. It sold well over 500,000 units in its first week, and sales of their songs rose of up to 40% during an era when the music business was already collapsing.

The series still motivates nimble-fingered dedication among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. The song is challenging enough on expert mode, not to mention performed at double speed while hitting a single one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.

“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.

The band previously completed a profitable run before their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I remember the record label calling to tell me that we were records were moving like crazy,” he shares. “It exploded when we next toured, and we performed just before top acts at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing all other accomplishments. Recently, the track featured in a trailer for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just hear a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy of a Plastic Guitar

The best marketing, whether it’s for automobiles, apparel or games, goes further than selling something – it evokes a desire. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.

The majority installments came out in just a half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, except for a brief comeback in 2015.

Games such as Clone Hero and newer releases have kept the scene active, and there’s expectations of a new product from the founders in development. A new studio has begun production on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?

“Our team believed such titles might become similar to sports games where you can releases,” he remarks. “There’s so much new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”

EN
Written by

Erica Neal

A technology strategist with over a decade of experience in digital transformation and global systems analysis.

Global Systems Center

Type to search articles.